Files
alttpr-python/DoorShuffle.py
aerinon a38ef2820a Incremental improvements to algorithm.
Can get stuck in loop because it ran into a dead end only option early, not sure how to avoid that.
Also, some landings are considered outstanding doors, that shouldn't happen.
2019-09-16 22:10:25 -06:00

1170 lines
50 KiB
Python

import random
import collections
import logging
from BaseClasses import RegionType, DoorType, Direction, RegionChunk, Sector
from Dungeons import hyrule_castle_regions, eastern_regions, desert_regions
def link_doors(world, player):
# Drop-down connections & push blocks
for exitName, regionName in mandatory_connections:
connect_simple_door(world, exitName, regionName, player)
# These should all be connected for now as normal connections
for edge_a, edge_b in interior_doors:
connect_two_way(world, edge_a, edge_b, player)
# These connection are here because they are currently unable to be shuffled
if world.doorShuffle not in ['basic', 'experimental']: # these modes supports spirals
for entrance, ext in spiral_staircases:
connect_two_way(world, entrance, ext, player)
for entrance, ext in straight_staircases:
connect_two_way(world, entrance, ext, player)
for entrance, ext in open_edges:
connect_two_way(world, entrance, ext, player)
for exitName, regionName in falldown_pits:
connect_simple_door(world, exitName, regionName, player)
for exitName, regionName in dungeon_warps:
connect_simple_door(world, exitName, regionName, player)
if world.doorShuffle == 'vanilla':
for entrance, ext in default_door_connections:
connect_two_way(world, entrance, ext, player)
for ent, ext in default_one_way_connections:
connect_one_way(world, ent, ext, player)
elif world.doorShuffle == 'basic':
within_dungeon(world, player)
elif world.doorShuffle == 'crossed':
cross_dungeon(world, player)
elif world.doorShuffle == 'experimental':
experiment(world, player)
mark_regions(world, player)
if world.doorShuffle != 'vanilla':
create_door_spoiler(world, player)
def mark_regions(world, player):
# traverse dungeons and make sure dungeon property is assigned
playerDungeons = [dungeon for dungeon in world.dungeons if dungeon.player == player]
for dungeon in playerDungeons:
queue = collections.deque(dungeon.regions)
while len(queue) > 0:
region = world.get_region(queue.popleft(), player)
if region.name not in dungeon.regions:
dungeon.regions.append(region.name)
region.dungeon = dungeon
for ext in region.exits:
d = world.check_for_door(ext.name, player)
connected = ext.connected_region
if d is not None and connected is not None:
if d.dest is not None and connected.name not in dungeon.regions and connected.type == RegionType.Dungeon and connected.name not in queue:
queue.append(connected) # needs to be added
elif connected is not None and connected.name not in dungeon.regions and connected.type == RegionType.Dungeon and connected.name not in queue:
queue.append(connected) # needs to be added
def create_door_spoiler(world, player):
logger = logging.getLogger('')
queue = collections.deque(world.doors)
while len(queue) > 0:
door_a = queue.popleft()
if door_a.type in [DoorType.Normal, DoorType.SpiralStairs]:
door_b = door_a.dest
if door_b is not None:
logger.info('spoiler: %s connected to %s', door_a.name, door_b.name)
if not door_a.blocked and not door_b.blocked:
world.spoiler.set_door(door_a.name, door_b.name, 'both', player)
elif door_a.blocked:
world.spoiler.set_door(door_b.name, door_a.name, 'entrance', player)
elif door_b.blocked:
world.spoiler.set_door(door_a.name, door_b.name, 'entrance', player)
else:
logger.warning('This is a bug')
if door_b in queue:
queue.remove(door_b)
else:
logger.info('Door not found in queue: %s connected to %s', door_b.name, door_a.name)
else:
logger.info('Door not connected: %s', door_a.name)
# some useful functions
def switch_dir(direction):
oppositemap = {
Direction.South: Direction.North,
Direction.North: Direction.South,
Direction.West: Direction.East,
Direction.East: Direction.West,
Direction.Up: Direction.Down,
Direction.Down: Direction.Up,
}
return oppositemap[direction]
def connect_simple_door(world, exit_name, region_name, player):
region = world.get_region(region_name, player)
world.get_entrance(exit_name, player).connect(region)
d = world.check_for_door(exit_name, player)
if d is not None:
d.dest = region
def connect_two_way(world, entrancename, exitname, player):
entrance = world.get_entrance(entrancename, player)
ext = world.get_entrance(exitname, player)
# if these were already connected somewhere, remove the backreference
if entrance.connected_region is not None:
entrance.connected_region.entrances.remove(entrance)
if ext.connected_region is not None:
ext.connected_region.entrances.remove(ext)
entrance.connect(ext.parent_region)
ext.connect(entrance.parent_region)
if entrance.parent_region.dungeon:
ext.parent_region.dungeon = entrance.parent_region.dungeon
x = world.check_for_door(entrancename, player)
y = world.check_for_door(exitname, player)
if x is not None:
x.dest = y
if y is not None:
y.dest = x
def connect_one_way(world, entrancename, exitname, player):
entrance = world.get_entrance(entrancename, player)
ext = world.get_entrance(exitname, player)
# if these were already connected somewhere, remove the backreference
if entrance.connected_region is not None:
entrance.connected_region.entrances.remove(entrance)
if ext.connected_region is not None:
ext.connected_region.entrances.remove(ext)
entrance.connect(ext.parent_region)
if entrance.parent_region.dungeon:
ext.parent_region.dungeon = entrance.parent_region.dungeon
x = world.check_for_door(entrancename, player)
y = world.check_for_door(exitname, player)
if x is not None:
x.dest = y
if y is not None:
y.dest = x
def within_dungeon(world, player):
# TODO: The "starts" regions need access logic
# Aerinon's note: I think this is handled already by ER Rules
dungeon_region_starts_es = ['Hyrule Castle Lobby', 'Hyrule Castle West Lobby', 'Hyrule Castle East Lobby', 'Sewers Secret Room']
dungeon_region_starts_ep = ['Eastern Lobby']
dungeon_region_lists = [(dungeon_region_starts_es, hyrule_castle_regions), (dungeon_region_starts_ep, eastern_regions)]
for start_list, region_list in dungeon_region_lists:
shuffle_dungeon(world, player, start_list, region_list)
def shuffle_dungeon(world, player, start_region_names, dungeon_region_names):
logger = logging.getLogger('')
# Part one - generate a random layout
available_regions = []
for name in [r for r in dungeon_region_names if r not in start_region_names]:
available_regions.append(world.get_region(name, player))
random.shuffle(available_regions)
# "Ugly" doors are doors that we don't want to see from the front, because of some
# sort of unsupported key door. To handle them, make a map of "ugly regions" and
# never link across them.
ugly_regions = {}
next_ugly_region = 1
# Add all start regions to the open set.
available_doors = []
for name in start_region_names:
logger.info("Starting in %s", name)
for door in get_doors(world, world.get_region(name, player), player):
ugly_regions[door.name] = 0
available_doors.append(door)
# Loop until all available doors are used
while len(available_doors) > 0:
# Pick a random available door to connect, prioritizing ones that aren't blocked.
# This makes them either get picked up through another door (so they head deeper
# into the dungeon), or puts them late in the dungeon (so they probably are part
# of a loop). Panic if neither of these happens.
random.shuffle(available_doors)
available_doors.sort(key=lambda door: 1 if door.blocked else 2 if door.ugly else 0)
door = available_doors.pop()
logger.info('Linking %s', door.name)
# Find an available region that has a compatible door
connect_region, connect_door = find_compatible_door_in_regions(world, door, available_regions, player)
# Also ignore compatible doors if they're blocked; these should only be used to
# create loops.
if connect_region is not None and not door.blocked:
logger.info(' Found new region %s via %s', connect_region.name, connect_door.name)
# Apply connection and add the new region's doors to the available list
maybe_connect_two_way(world, door, connect_door, player)
# Figure out the new room's ugliness region
new_room_ugly_region = ugly_regions[door.name]
if connect_door.ugly:
next_ugly_region += 1
new_room_ugly_region = next_ugly_region
# Add the doors
for door in get_doors(world, connect_region, player):
ugly_regions[door.name] = new_room_ugly_region
available_doors.append(door)
# If an ugly door is anything but the connect door, panic and die
if door != connect_door and door.ugly:
logger.info('Failed because of ugly door, trying again.')
shuffle_dungeon(world, player, start_region_names, dungeon_region_names)
return
# We've used this region and door, so don't use them again
available_regions.remove(connect_region)
available_doors.remove(connect_door)
else:
# If there's no available region with a door, use an internal connection
connect_door = find_compatible_door_in_list(ugly_regions, world, door, available_doors, player)
if connect_door is not None:
logger.info(' Adding loop via %s', connect_door.name)
maybe_connect_two_way(world, door, connect_door, player)
available_doors.remove(connect_door)
# Check that we used everything, and retry if we failed
if len(available_regions) > 0 or len(available_doors) > 0:
logger.info('Failed to add all regions to dungeon, trying again.')
shuffle_dungeon(world, player, start_region_names, dungeon_region_names)
return
# Connects a and b. Or don't if they're an unsupported connection type.
# TODO: This is gross, don't do it this way
def maybe_connect_two_way(world, a, b, player):
# Return on unsupported types.
if a.type in [DoorType.Open, DoorType.StraightStairs, DoorType.Hole, DoorType.Warp, DoorType.Interior, DoorType.Logical]:
return
# Connect supported types
if a.type == DoorType.Normal or a.type == DoorType.SpiralStairs:
if a.blocked:
connect_one_way(world, b.name, a.name, player)
elif b.blocked:
connect_one_way(world, a.name, b.name, player)
else:
connect_two_way(world, a.name, b.name, player)
return
# If we failed to account for a type, panic
raise RuntimeError('Unknown door type ' + a.type.name)
# Finds a compatible door in regions, returns the region and door
def find_compatible_door_in_regions(world, door, regions, player):
for region in regions:
for proposed_door in get_doors(world, region, player):
if doors_compatible(door, proposed_door):
return region, proposed_door
return None, None
def find_compatible_door_in_list(ugly_regions, world, door, doors, player):
for proposed_door in doors:
if ugly_regions[door.name] != ugly_regions[proposed_door.name]:
continue
if doors_compatible(door, proposed_door):
return proposed_door
def get_doors(world, region, player):
res = []
for exit in region.exits:
door = world.check_for_door(exit.name, player)
if door is not None:
res.append(door)
return res
def doors_compatible(a, b):
if a.type != b.type:
return False
if a.type == DoorType.Open:
return doors_fit_mandatory_pair(open_edges, a, b)
if a.type == DoorType.StraightStairs:
return doors_fit_mandatory_pair(straight_staircases, a, b)
if a.type == DoorType.Hole:
return doors_fit_mandatory_pair(falldown_pits_as_doors, a, b)
if a.type == DoorType.Warp:
return doors_fit_mandatory_pair(dungeon_warps_as_doors, a, b)
if a.type == DoorType.Interior:
return doors_fit_mandatory_pair(interior_doors, a, b)
if a.type == DoorType.Normal and (a.smallKey or b.smallKey or a.bigKey or b.bigKey):
return doors_fit_mandatory_pair(key_doors, a, b)
return a.direction == switch_dir(b.direction)
def doors_fit_mandatory_pair(pair_list, a, b):
for pair_a, pair_b in pair_list:
if (a.name == pair_a and b.name == pair_b) or (a.name == pair_b and b.name == pair_a):
return True
return False
# code below is an early prototype for cross-dungeon mode
def cross_dungeon(world, player):
logger = logging.getLogger('')
# figure out which dungeons have open doors and which doors still need to be connected
# goals:
# 1. have enough chests to be interesting (2 more than dungeon items)
# 2. have a balanced amount of regions added
# 3. prevent soft locks due to key usage
# 4. rules in place to affect item placement (lamp, keys, etc.)
# 5. to be complete -- all doors linked
# 6. avoid deadlocks/dead end dungeon
# 7. certain paths through dungeon must be possible - be able to reach goals
available_dungeon_regions = set([])
for region in world.regions:
if region.type == RegionType.Dungeon:
available_dungeon_regions.add(region)
available_doors = set(world.doors)
unfinished_dungeons = []
# modify avail doors and d_regions, produces a list of unlinked doors
for dungeon in world.dungeons:
dungeon.paths = dungeon_paths[dungeon.name]
for path in dungeon.paths:
dungeon.path_completion[path] = False
for regionName in list(dungeon.regions):
region = world.get_region(regionName, player)
dungeon.regions.remove(regionName)
chunk = create_chunk(world, player, region, available_dungeon_regions, available_doors)
dungeon.chunks.append(chunk)
# todo: indicate entrance chunks
dungeon.regions.extend(chunk.regions)
dungeon.unlinked_doors.update(chunk.unlinked_doors)
dungeon.chests += chunk.chests
for path in dungeon.paths:
if path[0] in chunk.regions or path[1] in chunk.regions:
chunk.paths_needed.append(path)
if len(dungeon.unlinked_doors) > 0:
unfinished_dungeons.append(dungeon)
ttl_regions = len(available_dungeon_regions)
for dungeon in unfinished_dungeons:
ttl_regions += len(dungeon.regions)
target_regions = ttl_regions // len(unfinished_dungeons)
# chunk up the rest of the avail dungeon regions
avail_chunks = []
while len(available_dungeon_regions) > 0:
region = available_dungeon_regions.pop()
chunk = create_chunk(world, player, region, available_dungeon_regions)
if chunk.outflow > 0:
avail_chunks.append(chunk)
normal_door_map = {Direction.South: [], Direction.North: [], Direction.East: [], Direction.West: []}
for d in available_doors:
if d.type == DoorType.Normal:
normal_door_map[d.direction].append(d)
random.shuffle(normal_door_map[Direction.South])
random.shuffle(normal_door_map[Direction.North])
random.shuffle(normal_door_map[Direction.East])
random.shuffle(normal_door_map[Direction.West])
# unfinished dungeons should be generated
random.shuffle(unfinished_dungeons)
for dungeon in unfinished_dungeons:
logger.info('Starting %s', dungeon.name)
bailcnt = 0
while not is_dungeon_finished(world, player, dungeon):
# pick some unfinished criteria to help?
trgt_pct = len(dungeon.regions) / target_regions
for path in dungeon.paths:
find_path(world, player, path, dungeon.path_completion)
# process - expand to about half size
# start closing off unlinked doors - self pick vs dead end pick
# ensure pick does not cutoff path (Zelda Cell direct to Sanc)
# potential problems:
# not enough outflow from path "source" to different locations
# one-way doors
# number of chests
# key spheres
if trgt_pct < .5: # nothing to worry about yet
pick = expand_pick(dungeon, normal_door_map)
if pick is None: # very possibly, some dungeon (looking at you HC) took forever to solve and the rest will have to be small
pick = self_pick(dungeon)
# other bad situations for last dungeon: unused chests in avail_chunks
else:
if len(dungeon.unlinked_doors) // 2 > dungeon.incomplete_paths():
if len(dungeon.unlinked_doors) % 2 == 1:
logger.info('dead end')
pick = dead_end_pick(dungeon, avail_chunks)
else:
logger.info('self connection')
pick = self_pick(dungeon)
elif len(dungeon.unlinked_doors) // 2 >= dungeon.incomplete_paths() and trgt_pct >= .8:
if len(dungeon.unlinked_doors) % 2 == 1:
logger.info('dead end')
pick = dead_end_pick(dungeon, avail_chunks)
else: # we should ensure paths get done at this point
logger.info('path connection')
pick = path_pick(dungeon)
# todo - branch here for chests?
else:
pick = expand_pick(dungeon, normal_door_map)
if pick is None:
# todo: efficiency note: if dead was selected, outflow helps more
# todo: if path or self was selected then direction helps more
logger.info('change request')
pick = change_outflow_or_dir_pick(dungeon, avail_chunks)
# other cases: finding more chests for key spheres or chest count.
# last dungeon should use all the remaining chests / doors
if pick is not None:
(srcdoor, destdoor) = pick
logger.info('connecting %s to %s', srcdoor.name, destdoor.name)
connect_two_way(world, srcdoor.name, destdoor.name, player)
if destdoor.parentChunk in avail_chunks:
avail_chunks.remove(destdoor.parentChunk)
for d in destdoor.parentChunk.unlinked_doors:
if d in normal_door_map[d.direction]:
normal_door_map[d.direction].remove(d) # from the available door pool
merge_chunks(dungeon, srcdoor.parentChunk, destdoor.parentChunk, srcdoor, destdoor)
else:
bailcnt += 1
if len(dungeon.unlinked_doors) == 0 and not is_dungeon_finished(world, player, dungeon):
raise RuntimeError('Made a bad dungeon - more smarts needed')
if bailcnt > 100:
raise RuntimeError('Infinite loop detected - see output')
def create_chunk(world, player, newregion, available_dungeon_regions, available_doors=None):
# if newregion.name in dungeon.regions:
# return # we've been here before
chunk = RegionChunk()
queue = collections.deque([newregion])
while len(queue) > 0:
region = queue.popleft()
chunk.regions.append(region.name)
if region in available_dungeon_regions:
available_dungeon_regions.remove(region)
chunk.chests += len(region.locations)
for ext in region.exits:
d = world.check_for_door(ext.name, player)
connected = ext.connected_region
# todo - check for key restrictions?
if d is not None:
if available_doors is not None:
available_doors.remove(d)
d.parentChunk = chunk
if d.dest is None:
chunk.outflow += 1
# direction of door catalog ?
chunk.unlinked_doors.add(d)
elif connected.name not in chunk.regions and connected.type == RegionType.Dungeon and connected not in queue:
queue.append(connected) # needs to be added
elif connected is not None and connected.name not in chunk.regions and connected.type == RegionType.Dungeon and connected not in queue:
queue.append(connected) # needs to be added
return chunk
def merge_chunks(dungeon, old_chunk, new_chunk, old_door, new_door):
old_chunk.unlinked_doors.remove(old_door)
if old_door in dungeon.unlinked_doors:
dungeon.unlinked_doors.remove(old_door)
new_chunk.unlinked_doors.remove(new_door)
if new_door in dungeon.unlinked_doors:
dungeon.unlinked_doors.remove(new_door)
if old_chunk is new_chunk: # i think no merging necessary
old_chunk.outflow -= 2 # loses some outflow # todo - keysphere or pathing re-eval?
return
# merge new chunk with old
old_chunk.regions.extend(new_chunk.regions)
old_chunk.unlinked_doors.update(new_chunk.unlinked_doors)
for d in new_chunk.unlinked_doors:
d.parentChunk = old_chunk
new_door.parentChunk = old_chunk
old_chunk.outflow += new_chunk.outflow - 2 # todo - one-way doors most likely
paths_needed = []
for path in old_chunk.paths_needed:
if not ((path[0] in old_chunk.regions and path[1] in new_chunk.regions)
or (path[1] in old_chunk.regions and path[0] in new_chunk.regions)):
paths_needed.append(path)
for path in new_chunk.paths_needed:
if not ((path[0] in old_chunk.regions and path[1] in new_chunk.regions)
or (path[1] in old_chunk.regions and path[0] in new_chunk.regions)):
paths_needed.append(path)
old_chunk.paths_needed = paths_needed
old_chunk.chests += new_chunk.chests
old_chunk.entrance = old_chunk.entrance or new_chunk.entrance
# key spheres?
if new_chunk in dungeon.chunks:
dungeon.chunks.remove(new_chunk)
dungeon.regions.extend(new_chunk.regions)
dungeon.unlinked_doors.update(new_chunk.unlinked_doors)
dungeon.chests += new_chunk.chests
def expand_pick(dungeon, normal_door_map):
pairs = []
for src in dungeon.unlinked_doors:
for dest in normal_door_map[switch_dir(src.direction)]:
pairs.append((src, dest))
if len(pairs) == 0:
return None
random.shuffle(pairs)
valid, pick = False, None
while not valid and len(pairs) > 0:
pick = pairs.pop()
valid = valid_extend_pick(pick[0], pick[1])
if valid:
return pick
else:
return None
def dead_end_pick(dungeon, avail_chunks):
door_map = {Direction.South: [], Direction.North: [], Direction.East: [], Direction.West: []}
for d in dungeon.unlinked_doors:
door_map[d.direction].append(d)
chunky_doors = []
for chunk in avail_chunks:
if chunk.outflow == 1: # dead end definition
chunky_doors.extend(chunk.unlinked_doors) # one-way door warning? todo
pairs = []
for dest in chunky_doors:
for src in door_map[switch_dir(dest.direction)]:
pairs.append((src, dest))
if len(pairs) == 0:
return None
random.shuffle(pairs)
valid, pick = False, None
while not valid and len(pairs) > 0:
pick = pairs.pop()
valid = valid_extend_pick(pick[0], pick[1])
if valid:
return pick
else:
return None
def change_outflow_or_dir_pick(dungeon, avail_chunks):
door_map = {Direction.South: [], Direction.North: [], Direction.East: [], Direction.West: []}
for d in dungeon.unlinked_doors:
door_map[d.direction].append(d)
chunky_doors = []
for chunk in avail_chunks:
if chunk.outflow >= 2: # no dead ends considered
chunky_doors.extend(chunk.unlinked_doors)
pairs = []
for dest in chunky_doors:
for src in door_map[switch_dir(dest.direction)]:
if dest.parentChunk.outflow > 2: # increases outflow
pairs.append((src, dest))
else:
dest_doors = set(dest.parentChunk.unlinked_doors)
dest_doors.remove(dest)
if dest_doors.pop().direction != src.direction: # the other door is not the same direction (or type?)
pairs.append((src, dest))
if len(pairs) == 0:
return None
random.shuffle(pairs)
valid, pick = False, None
while not valid and len(pairs) > 0:
pick = pairs.pop()
valid = valid_extend_pick(pick[0], pick[1])
if valid:
return pick
else:
return None
# there shouldn't be any path in the destination
def valid_extend_pick(src_door, dest_door):
src_chunk = src_door.parentChunk
dest_chunk = dest_door.parentChunk
unfulfilled_paths = 0
for path in src_chunk.paths_needed:
if not ((path[0] in src_chunk.regions and path[1] in dest_chunk.regions)
or (path[1] in src_chunk.regions and path[0] in dest_chunk.regions)):
unfulfilled_paths += 1
if unfulfilled_paths == 0 or dest_chunk.outflow + src_chunk.outflow - 2 > 0:
return True
return False
def self_pick(dungeon):
door_map = {Direction.South: [], Direction.North: [], Direction.East: [], Direction.West: []}
for d in dungeon.unlinked_doors:
door_map[d.direction].append(d)
pairs = []
for dest in dungeon.unlinked_doors:
for src in door_map[switch_dir(dest.direction)]:
pairs.append((src, dest))
if len(pairs) == 0:
return None
random.shuffle(pairs)
valid, pick = False, None
while not valid and len(pairs) > 0:
pick = pairs.pop()
valid = valid_self_pick(pick[0], pick[1])
if valid:
return pick
else:
return None
# this currently checks
# 1. that all paths are fulfilled by this connection or the outflow is greater than 0.
def path_pick(dungeon) -> object:
paths = []
for path in dungeon.paths:
if not dungeon.path_completion[path]:
paths.append(path)
random.shuffle(paths)
pick = None
while pick is None and len(paths) > 0:
path = paths.pop()
src_chunk = dest_chunk = None
for chunk in dungeon.chunks:
if path[0] in chunk.regions:
src_chunk = chunk
if path[1] in chunk.regions:
dest_chunk = chunk
door_map = {Direction.South: [], Direction.North: [], Direction.East: [], Direction.West: []}
for d in src_chunk.unlinked_doors:
door_map[d.direction].append(d)
pairs = []
for dest in dest_chunk.unlinked_doors:
for src in door_map[switch_dir(dest.direction)]:
pairs.append((src, dest))
if len(pairs) == 0:
continue
random.shuffle(pairs)
valid, pair = False, None
while not valid and len(pairs) > 0:
pair = pairs.pop()
valid = valid_self_pick(pair[0], pair[1])
if valid:
pick = pair
return pick
def valid_self_pick(src_door, dest_door):
src_chunk, dest_chunk = src_door.parentChunk, dest_door.parentChunk
if src_chunk == dest_chunk:
return src_chunk.outflow - 2 > 0 or len(src_chunk.paths_needed) == 0
unfulfilled_paths = 0
for path in src_chunk.paths_needed:
if not ((path[0] in src_chunk.regions and path[1] in dest_chunk.regions)
or (path[1] in src_chunk.regions and path[0] in dest_chunk.regions)):
unfulfilled_paths += 1
for path in dest_chunk.paths_needed:
if not ((path[0] in src_chunk.regions and path[1] in dest_chunk.regions)
or (path[1] in src_chunk.regions and path[0] in dest_chunk.regions)):
unfulfilled_paths += 1
if unfulfilled_paths == 0 or dest_chunk.outflow + src_chunk.outflow - 2 > 0:
return True
return False
def is_dungeon_finished(world, player, dungeon):
if len(dungeon.unlinked_doors) > 0: # no unlinked doors
return False
for path in dungeon.paths: # paths through dungeon are possible
if not find_path(world, player, path, dungeon.path_completion):
return False
# if dungeon.chests < dungeon.count_dungeon_item() + 2: # 2 or more chests reachable in dungeon than number of dungeon items
# return False
# size of dungeon is acceptable
# enough chests+keys within each key sphere to open key doors
return True
def find_path(world, player, path, path_completion):
if path_completion[path]: # found it earlier -- assuming no disconnects
return True
visited_regions = set([])
queue = collections.deque([world.get_region(path[0], player)])
while len(queue) > 0:
region = queue.popleft()
if region.name == path[1]:
path_completion[path] = True
# would be nice if we could mark off the path needed in the chunks here
return True
visited_regions.add(region)
for ext in region.exits:
connected = ext.connected_region
if connected is not None and connected not in visited_regions and connected.type == RegionType.Dungeon and connected not in queue:
queue.append(connected)
return False
def experiment(world, player):
hc = convert_to_sectors(hyrule_castle_regions, world, player)
ep = convert_to_sectors(eastern_regions, world, player)
dp = convert_to_sectors(desert_regions, world, player)
dungeon_sectors = [hc, ep]
dp_split = split_up_sectors(dp, desert_default_entrance_sets)
dungeon_sectors.extend(dp_split)
for sector_list in dungeon_sectors:
for sector in sector_list:
for region in sector.regions:
print(region.name)
for door in sector.outstanding_doors:
print(door.name)
print('pol: ' + str(sector.polarity()))
print('mag: ' + str(sector.magnitude()))
print()
print()
for sector_list in dungeon_sectors:
shuffle_dungeon_no_repeats(world, player, sector_list)
# for ent, ext in experimental_connections:
# if world.get_door(ent, player).blocked:
# connect_one_way(world, ext, ent, player)
# elif world.get_door(ext, player).blocked:
# connect_one_way(world, ent, ext, player)
# else:
# connect_two_way(world, ent, ext, player)
# Create list of regions
def convert_regions(region_names, world, player):
region_list = []
for name in region_names:
region_list.append(world.get_region(name, player))
return region_list
def convert_to_sectors(region_names, world, player):
region_list = convert_regions(region_names, world, player)
sectors = []
while len(region_list) > 0:
region = region_list.pop()
region_chunk = [region]
exits = []
exits.extend(region.exits)
outstanding_doors = []
while len(exits) > 0:
ext = exits.pop()
if ext.connected_region is not None:
connect_region = ext.connected_region
if connect_region not in region_chunk and connect_region in region_list:
region_list.remove(connect_region)
region_chunk.append(connect_region)
exits.extend(connect_region.exits)
else:
door = world.check_for_door(ext.name, player)
if door is not None:
outstanding_doors.append(door)
sector = Sector()
sector.regions.extend(region_chunk)
sector.outstanding_doors.extend(outstanding_doors)
sectors.append(sector)
return sectors
def split_up_sectors(sector_list, entrance_sets):
new_sector_grid = []
leftover_sectors = []
leftover_sectors.extend(sector_list)
for entrance_set in entrance_sets:
new_sector_list = []
for sector in sector_list:
s_regions = list(map(lambda r: r.name, sector.regions))
for entrance in entrance_set:
if entrance in s_regions:
new_sector_list.append(sector)
leftover_sectors.remove(sector)
break
new_sector_grid.append(new_sector_list)
# appalling I know - how to split up other things
for s_list in new_sector_grid:
print('pol:'+str(sum_vector(s_list, lambda s: s.polarity())))
print('mag:'+str(sum_vector(s_list, lambda s: s.magnitude())))
print('pol:'+str(sum_vector(leftover_sectors, lambda s: s.polarity())))
print('mag:'+str(sum_vector(leftover_sectors, lambda s: s.magnitude())))
assignment(new_sector_grid, leftover_sectors)
return new_sector_grid
def sum_vector(sector_list, func):
result = [0, 0, 0]
for sector in sector_list:
vector = func(sector)
for i in range(len(result)):
result[i] = result[i] + vector[i]
return result
# def add_vectors(vector_one, vector_two):
# result = [0]*len(vector_one)
# for i in range(len(result)):
# result[i] = vector_one[i] + vector_two[i]
# return result
def is_polarity_neutral(polarity):
for value in polarity:
if value != 0:
return False
return True
def is_proposal_valid(proposal, buckets, candidates):
# check that proposal is complete
for i in range(len(proposal)):
if proposal[i] is -1:
return False # indicates an incomplete proposal
test_bucket = []
for bucket_idx in range(len(buckets)):
test_bucket.append(list(buckets[bucket_idx]))
for i in range(len(proposal)):
test_bucket[proposal[i]].append(candidates[i])
for test in test_bucket:
valid = is_polarity_neutral(sum_vector(test, lambda s: s.polarity()))
if not valid:
return False
return True
def assignment(buckets, candidates):
# for a faster search - instead of random - put the most likely culprits to cause problems at the end, least likely at the front
# unless we start checking for failures earlier in the algo
random.shuffle(candidates)
proposal = [-1]*len(candidates)
solution = find_proposal(proposal, buckets, candidates)
if solution is None:
raise Exception('Unable to find a proposal')
for i in range(len(solution)):
buckets[solution[i]].append(candidates[i])
# this is a DFS search
def find_proposal(proposal, buckets, candidates):
size = len(candidates)
combination_grid = []
for i in range(size):
combination_grid.append(list(range(len(buckets))))
# randomize which bucket
for possible_buckets in combination_grid:
random.shuffle(possible_buckets)
idx = 0
while idx != size or not is_proposal_valid(proposal, buckets, candidates):
if idx == size:
idx = idx - 1
while len(combination_grid[idx]) == 0:
if idx == -1: # this is the failure case - we shouldn't hit it
return None
combination_grid[idx] = list(range(len(buckets)))
idx = idx - 1
proposal[idx] = combination_grid[idx].pop()
# can we detect a bad choice at this stage
idx = idx + 1
return proposal
# code below is for an algorithm without restarts
# "simple" thing that would probably reduce the number of restarts:
# When you pick a region check for all existing connections to other regions
# first via region.exits (which is a list of non-door exits from the current region)
# then for each Entrance in that list it may have a connected_region (or not)
# but make sure the connected_region is a Dungeon type so the search doesn't venture out into the overworld.
# Then, once you have this region chunk, add all the doors and do the normal loop.
# Nuts, normal loop
def shuffle_dungeon_no_repeats(world, player, available_sectors):
logger = logging.getLogger('')
random.shuffle(available_sectors)
for sector in available_sectors:
random.shuffle(sector.outstanding_doors)
while len(available_sectors) > 0:
# Pick a random region and make its doors the open set
sector = available_sectors.pop()
current_sector = sector
# Loop until all available doors are used
while len(current_sector.outstanding_doors) > 0:
# Pick a random available door to connect
random.shuffle(current_sector.outstanding_doors)
door = current_sector.outstanding_doors.pop()
logger.info('Linking %s', door.name)
# Find an available region that has a compatible door
connect_sector, connect_door = find_compatible_door_in_sectors_ex(world, door, available_sectors, player)
if connect_sector is not None:
logger.info(' Found new sector via %s', connect_door.name)
# Check if valid
if not is_valid(door, connect_door, current_sector, connect_sector, len(available_sectors) == 1):
logger.info(' Not Linking %s to %s', door.name, connect_door.name)
current_sector.outstanding_doors.insert(0, door)
if len(current_sector.outstanding_doors) <= 1:
raise Exception('Rejected last option due to dead end... infinite loop ensues')
continue
# Apply connection and add the new region's doors to the available list
maybe_connect_two_way(world, door, connect_door, player)
connect_sector.outstanding_doors.remove(connect_door)
available_sectors.remove(connect_sector)
current_sector.outstanding_doors.extend(connect_sector.outstanding_doors)
current_sector.regions.extend(connect_sector.regions)
else:
# If there's no available region with a door, use an internal connection
connect_door = find_compatible_door_in_list_old(world, door, current_sector.outstanding_doors, player)
if connect_door is not None:
logger.info(' Adding loop via %s', connect_door.name)
# Check if valid
if not is_loop_valid(door, connect_door, current_sector, len(available_sectors) == 0):
logger.info(' Not Linking %s to %s', door.name, connect_door.name)
current_sector.outstanding_doors.insert(0, door)
if len(current_sector.outstanding_doors) <= 1:
raise Exception('Rejected last option due to dead end...')
continue
maybe_connect_two_way(world, door, connect_door, player)
current_sector.outstanding_doors.remove(connect_door)
else:
raise Exception('Something has gone terribly wrong')
# Check that we used everything, we failed otherwise
if len(available_sectors) > 0 or len(current_sector.outstanding_doors) > 0:
logger.warning('Failed to add all regions/doors to dungeon, generation will likely fail.')
def find_compatible_door_in_sectors_ex(world, door, sectors, player):
for sector in sectors:
for proposed_door in sector.outstanding_doors:
if doors_compatible(door, proposed_door):
return sector, proposed_door
return None, None
def find_compatible_door_in_list_old(world, door, doors, player):
for proposed_door in doors:
if doors_compatible(door, proposed_door):
return proposed_door
# todo: path checking needed?
def is_valid(door_a, door_b, sector_a, sector_b, last_sector):
if last_sector:
return True
elif door_a.blocked and door_b.blocked: # todo, I can't see this going well unless we are in loop generation...
return False
elif not door_a.blocked and not door_b.blocked:
return sector_a.outflow() + sector_b.outflow() - 2 > 0
elif door_a.blocked or door_b.blocked:
return sector_a.outflow() + sector_b.outflow() - 1 > 0
return False # not sure how we got here, but it's a bad idea
def is_loop_valid(door_a, door_b, sector, no_more_sectors):
if no_more_sectors:
return True
elif not door_a.blocked and not door_b.blocked:
return sector.outflow() - 2 > 0
elif door_a.blocked or door_b.blocked:
return sector.outflow() - 1 > 0
return True # todo: is this always true? both blocked but we're connecting loops now, so dead end?
# DATA GOES DOWN HERE
mandatory_connections = [
('Hyrule Dungeon North Abyss Catwalk Dropdown', 'Hyrule Dungeon North Abyss'),
('Sewers Secret Room Push Block', 'Sewers Secret Room Blocked Path'),
('Eastern Hint Tile Push Block', 'Eastern Compass Area')
]
# todo: these path rules are more complicated I think...
# there may be a better way to do them if we randomize dungeon entrances
dungeon_paths = {
'Hyrule Castle': [('Hyrule Castle Lobby', 'Hyrule Castle West Lobby'),
('Hyrule Castle Lobby', 'Hyrule Castle East Lobby'),
('Hyrule Castle Lobby', 'Hyrule Dungeon Cellblock'), # just for standard mode?
('Hyrule Dungeon Cellblock', 'Sanctuary')], # again, standard mode?
'Eastern Palace': [('Eastern Lobby', 'Eastern Boss')],
'Desert Palace': [('Desert Main Lobby', 'Desert West Lobby'),
('Desert Main Lobby', 'Desert East Lobby'),
('Desert Back Lobby', 'Desert Boss')], # or Desert Main Lobby to Desert Boss would be fine I guess
'Tower of Hera': [],
'Agahnims Tower': [],
'Palace of Darkness': [],
'Thieves Town': [],
'Skull Woods': [],
'Swamp Palace': [],
'Ice Palace': [],
'Misery Mire': [],
'Turtle Rock': [],
'Ganons Tower': []
}
spiral_staircases = [
('Hyrule Castle Back Hall Down Stairs', 'Hyrule Dungeon Map Room Up Stairs'),
('Hyrule Dungeon Armory Down Stairs', 'Hyrule Dungeon Staircase Up Stairs'),
('Hyrule Dungeon Staircase Down Stairs', 'Hyrule Dungeon Cellblock Up Stairs'),
('Sewers Behind Tapestry Down Stairs', 'Sewers Rope Room Up Stairs'),
('Sewers Secret Room Up Stairs', 'Sewers Pull Switch Down Stairs'),
('Eastern Darkness Up Stairs', 'Eastern Attic Start Down Stairs'),
('Desert Tiles 1 Up Stairs', 'Desert Bridge Down Stairs')
]
straight_staircases = [
('Hyrule Castle Lobby North Stairs', 'Hyrule Castle Throne Room South Stairs'),
('Sewers Rope Room North Stairs', 'Sewers Dark Cross South Stairs')
]
open_edges = [
('Hyrule Dungeon North Abyss South Edge', 'Hyrule Dungeon South Abyss North Edge'),
('Hyrule Dungeon North Abyss Catwalk Edge', 'Hyrule Dungeon South Abyss Catwalk North Edge'),
('Hyrule Dungeon South Abyss West Edge', 'Hyrule Dungeon Guardroom Abyss Edge'),
('Hyrule Dungeon South Abyss Catwalk West Edge', 'Hyrule Dungeon Guardroom Catwalk Edge'),
('Desert Main Lobby NW Edge', 'Desert North Hall SW Edge'),
('Desert Main Lobby N Edge', 'Desert Dead End Edge'),
('Desert Main Lobby NE Edge', 'Desert North Hall SE Edge'),
('Desert Main Lobby E Edge', 'Desert East Wing W Edge'),
('Desert East Wing N Edge', 'Desert Arrow Pot Corner S Edge'),
('Desert Arrow Pot Corner W Edge', 'Desert North Hall E Edge'),
('Desert North Hall W Edge', 'Desert Sandworm Corner S Edge'),
('Desert Sandworm Corner E Edge', 'Desert West Wing N Edge')
]
falldown_pits = [('Eastern Courtyard Potholes', 'Eastern Fairies')]
falldown_pits_as_doors = [('Eastern Courtyard Potholes', 'Eastern Fairy Landing')]
dungeon_warps = [('Eastern Fairies\' Warp', 'Eastern Courtyard')]
dungeon_warps_as_doors = [('Eastern Fairies\' Warp', 'Eastern Courtyard Warp End')]
interior_doors = [
('Hyrule Dungeon Armory Interior Key Door S', 'Hyrule Dungeon Armory Interior Key Door N'),
('Hyrule Dungeon Map Room Key Door S', 'Hyrule Dungeon North Abyss Key Door N'),
('Desert East Lobby WS', 'Desert East Wing ES'),
('Desert East Wing Key Door EN', 'Desert Compass Key Door WN'),
('Desert North Hall NW', 'Desert Map SW'),
('Desert North Hall NE', 'Desert Map SE'),
('Desert Sandworm Corner NE', 'Desert Bonk Torch SE'),
('Desert Sandworm Corner WS', 'Desert Circle of Pots ES'),
('Desert Circle of Pots NW', 'Desert Big Chest SW'),
('Desert West Wing WS', 'Desert West Lobby ES',),
('Desert Back Lobby NW', 'Desert Tiles 1 SW'),
('Desert Bridge SW', 'Desert Four Statues NW'),
('Desert Four Statues ES', 'Desert Beamos Hall WS',),
('Desert Tiles 2 NE', 'Desert Wall Slide SE'),
]
key_doors = [
('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'),
('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'),
('Eastern Dark Square Key Door WN', 'Eastern Cannonball Ledge Key Door EN'),
('Eastern Darkness Up Stairs', 'Eastern Attic Start Down Stairs'),
('Eastern Big Key NE', 'Eastern Compass Area SW'),
('Eastern Darkness S', 'Eastern Courtyard N'),
('Desert East Wing Key Door EN', 'Desert Compass Key Door WN'),
('Desert Tiles 1 Up Stairs', 'Desert Bridge Down Stairs'),
('Desert Beamos Hall NE', 'Desert Tiles 2 SE'),
('Desert Tiles 2 NE', 'Desert Wall Slide SE'),
('Desert Wall Slide NW', 'Desert Boss SW')
]
default_door_connections = [
('Hyrule Castle Lobby W', 'Hyrule Castle West Lobby E'),
('Hyrule Castle Lobby E', 'Hyrule Castle East Lobby W'),
('Hyrule Castle Lobby WN', 'Hyrule Castle West Lobby EN'),
('Hyrule Castle West Lobby N', 'Hyrule Castle West Hall S'),
('Hyrule Castle East Lobby N', 'Hyrule Castle East Hall S'),
('Hyrule Castle East Lobby NW', 'Hyrule Castle East Hall SW'),
('Hyrule Castle East Hall W', 'Hyrule Castle Back Hall E'),
('Hyrule Castle West Hall E', 'Hyrule Castle Back Hall W'),
('Hyrule Castle Throne Room N', 'Sewers Behind Tapestry S'),
('Hyrule Dungeon Guardroom N', 'Hyrule Dungeon Armory S'),
('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'),
('Sewers Water W', 'Sewers Key Rat E'),
('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'),
('Eastern Lobby N', 'Eastern Cannonball S'),
('Eastern Cannonball N', 'Eastern Courtyard Ledge S'),
('Eastern Cannonball Ledge WN', 'Eastern Big Key EN'),
('Eastern Cannonball Ledge Key Door EN', 'Eastern Dark Square Key Door WN'),
('Eastern Courtyard Ledge W', 'Eastern Compass Area E'),
('Eastern Courtyard Ledge E', 'Eastern Map Area W'),
('Eastern Compass Area EN', 'Eastern Courtyard WN'),
('Eastern Courtyard EN', 'Eastern Map Valley WN'),
('Eastern Courtyard N', 'Eastern Darkness S'),
('Eastern Map Valley SW', 'Eastern Dark Square NW'),
('Eastern Attic Start WS', 'Eastern Attic Switches ES'),
('Eastern Attic Switches WS', 'Eastern Eyegores ES'),
('Desert Compass NW', 'Desert Cannonball S'),
('Desert Beamos Hall NE', 'Desert Tiles 2 SE')
]
# ('', ''),
default_one_way_connections = [
('Sewers Pull Switch S', 'Sanctuary N'),
('Eastern Eyegores NE', 'Eastern Boss SE'),
('Desert Wall Slide NW', 'Desert Boss SW')
]
experimental_connections = [('Eastern Boss SE', 'Eastern Eyegores NE'),
('Eastern Eyegores ES', 'Eastern Map Valley WN'),
('Eastern Lobby N', 'Eastern Courtyard Ledge S'),
('Eastern Big Key EN', 'Eastern Courtyard Ledge W'),
('Eastern Big Key NE', 'Eastern Compass Area SW'),
('Eastern Compass Area EN', 'Eastern Courtyard WN'),
('Eastern Courtyard N', 'Eastern Map Valley SW'),
('Eastern Courtyard EN', 'Eastern Map Area W'),
('Hyrule Castle Lobby W', 'Hyrule Castle Back Hall E'),
('Hyrule Castle Throne Room N', 'Sewers Behind Tapestry S'),
('Hyrule Castle Lobby WN', 'Hyrule Castle West Lobby EN'),
('Hyrule Castle West Lobby N', 'Eastern Cannonball S'),
('Hyrule Castle Lobby E', 'Sewers Water W'),
('Sewers Dark Cross Key Door S', 'Sanctuary N')]
# experimental_connections = [('Eastern Boss SE', 'Eastern Courtyard N'),
# ('Eastern Courtyard EN', 'Eastern Attic Switches WS'),
# ('Eastern Lobby N', 'Eastern Darkness S'),
# ('Eastern Courtyard WN', 'Eastern Compass Area E'),
# ('Eastern Attic Switches ES', 'Eastern Cannonball Ledge WN'),
# ('Eastern Compass Area EN', 'Hyrule Castle Back Hall W'),
# ('Hyrule Castle Back Hall E', 'Eastern Map Area W'),
# ('Eastern Attic Start WS', 'Eastern Cannonball Ledge Key Door EN'),
# ('Eastern Compass Area SW', 'Hyrule Dungeon Guardroom N'),
# ('Hyrule Castle East Lobby NW', 'Hyrule Castle East Hall SW'),
# ('Hyrule Castle East Lobby N', 'Eastern Courtyard Ledge S'),
# ('Hyrule Castle Lobby E', 'Eastern Courtyard Ledge W'),
# ('Hyrule Castle Lobby WN', 'Eastern Courtyard Ledge E'),
# ('Hyrule Castle West Lobby EN', 'Hyrule Castle East Lobby W'),
# ('Hyrule Castle Throne Room N', 'Hyrule Castle East Hall S'),
# ('Hyrule Castle West Lobby E', 'Hyrule Castle East Hall W'),
# ('Hyrule Castle West Lobby N', 'Hyrule Dungeon Armory S'),
# ('Hyrule Castle Lobby W', 'Hyrule Castle West Hall E'),
# ('Hyrule Castle West Hall S', 'Sanctuary N')]
desert_default_entrance_sets = [
['Desert Back Lobby'],
['Desert Main Lobby', 'Desert West Lobby', 'Desert East Lobby']
]